Warcrafter4
Warcrafter4
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- Warcrafter4
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Ebony: yes.
Ivory: No.
Cypress: Meme.
If we take total power of both skele/dull instead of individual power then keys would win but I only count max power vs Max power.
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Given that is exists just to make the match end while keeping the last survivor engaged makes it fair.
Imagine if it wasn't in the game with no end game collaspe it would be a game of chicken where the survivor and killer would be trying to wait the other out to either do gens or actually find the survivor.
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@Clockso said:
ik i may be nitpicking here but i just find it odd how these 2 are the only hex perks that dont give you the hex status effect, soul guard is feeling a bit left out, please correct me if i'm wrong
Haunted ground(I forget if retribution gives it or not due to never seeing it) doesn't give you the hex effect either.
The hex status is for constant hexes not ones whose effects on you or other objects are on a timer.
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Nurse: More interesting to play against and she is a constant mind game.
She effectively can't bloodlust you down as bloodlust 1 doesn't make her faster then you.
Ultimately the better player almost always wins when you face the Nurse so it's a test of skill and if you really do deserve your rank.
Doctor: Constant chases.
Skill check alterations that help reduce the tedium of being a gen jockey along with helping you get better at skill checks..
Teaches you to bait out killers powers so he helps me practice against Nurse/Slinger without having to directly face them as juking his power applies to both of the others.
Billy: Back before Billy was considered an endangered killer species from mass lethal rework poisoning he is a killer you'd have to learn to out play.
He also has good feedback for when you do out play him by either forcing him to M1 you or constantly having him missing his chain saws.
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I feel like the design of the current tornbook mark can work(I have even made a thread turning the useless BP add-ons into it).
However as it currently stands its under powered as you get blink charges back too slow for it to really work.
So for it to work(And not be my threads silly meme version) it will need to grant you significantly faster blink recharge rate and lowered stacking fatigue(More blinks = more chain end fatigue so reducing it brings it in line with normal 2 blinks).
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/1728481#Comment_1728481
I didn't paint everyone with the same brush, though. I blatantly say there are genuinely friendly killers in my post.
You said most which is generalizing the killer player base negatively.
I'll take a very easy bet that it's the exact opposite in reality and your only remembering the bad times due to negativity bias in your memories.
This Thread is just an Us VS Them thread meant to insult killer players.
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@DBD666 said:
So i'm fairly new to the game, pretty average (Rank 7) and have a pretty bad habit of using the same perks over and over (BT/DS/IW/DH) ...
Been sitting on 1mill BP for a while, Prestiged Jake (main) and got pretty much most of the best perks for other characters, how do i keep this game fun and keep the BP grind going?
I don't play killer, after a few tries it's just too much stress... survivor is much easier and fun for me as a casual.
Any tips?
I'd say just to get some killers you like more then others up to date and get good teachables form other just in case there's a change that would make the role enjoyable for you.
Your BP capped so you literally have nothing to lose by future proofing your killer role prospects.
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1725945#Comment_1725945
Why would any sane killer bring a Game offering though #########.
The Doctor loves "The Game".
I mean its almost hard to lose as the doctor on "The Game".
That being said given the Doctor's whole gimmick is madness I guess he doesn't count as a sane killer.
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@piggypablo said:
and it's not really a complete buff if they reduced it to 4 seconds now, is it?
No it is a buff as that duration is only after the survivors STOP working on a generator together.
Aka instead of giving you 8 seconds after the survivor stop working on it falsely making you think they are still there its now down to 4 making its information more accurate.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1720427#Comment_1720427
I think the large volume of global notifications Demo gives is fair.
He/She/It has:
- a ranged attack
- fast travel
- survivor detection
I’ve gone against some pretty oppressive Demo’s that can use all 3 to great effect. Particularly players that are clever at tricking survivors into thinking it’s perfectly safe to cleanse a portal only for them to take advantage of KI and Oblivious.
Demo and Oni both share an alternate lunge as part of their power.
Fully charged demon strike has the same minimum lunge distance shred has but with double damage.
I don't think most people would consider EITHER of them ranged and because they literally share the same mechanic if one isn't ranged then neither is the other.
Demo has the most restricted and overall worse fast travel ability in the game: Both in terms of being the slowest to set up and being easily destroyed if it becomes problematic with very little demo can do to punish survivors for destroying it.
Demo has easily one of the worst detection abilities in the game as there's no warning to let you know its detecting anything along with the detection only working while you have shred charged.
That's ignoring how small of a radius around active portals it actually has as inactive portals don't detect survivors so you'd have to both place and manually activate the detection part of the portals to even get the chance to activate shred to try to detect anyone.
There are FAR TOO MANY conditions for demo's detection for it to really count.
Can I please ask why you talk so highly about demo when you have proven repeatedly you have no idea how demo works on a fundamental level?
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@TheeclumsyNinja said:
He effects to many aspects of gameplay.... ive never liked his balancing or “re-work”.
- Insane locating abilities (he can see hallucinations some how, screams at t3 which is not hard to get too, red stain makes it impossible to hide and his power)
- stopping vaults/drops
- Effects skill checks
Like why does any one killer need that much? Lol
Its fair because:
He lacks any form of extra damage.
He lacks mobility(Notice how every high tier killer has this so this is major).
If he misses a static blast he has no information.
Misusing shock therapy can cost you hits at loops.
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@DaKnight said:
A breakable wall next to a god window is just like a safe pallet, but you can get rid of it early. Are people really complaining about having to kick ~1 wall~ on the Macmillan maps?
Its a god window that shouldn't exist and unless you spawn next to it it has both a time and opportunity cost.
It costs a lot of TRAVEL TIME to break them early unless you spawn right next to it.
To break it early if you don't spawn next to it costs you a lot of your early game gen pressure opportunities.
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I'd prestige if I could choose to keep my current builds(Onlt the current 4 equipped perks) on Survivors/Killers so my killers don't become bricked until RNG says I can have a proper build especially when some perks are make or break on killers like M&A on Michael/Slinger.
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Doctor has no extra damage he has very little slowdown against good survivors outside of snap out of it at tier 3 madness.
So him having good info makes sense as its his main strength as a killer.
Also having an anti stealth killer makes sense in the fact that it forces survivors to learn to loop and his shock forces survivors to learn to bait out killer's powers due to his constant but non lethal power use.
His skill check messing effect teaches survivors how to more reliably do skill checks even the odd ones out.
Being honest he's a great killer to get survivors to learn how to play and not be immersed potatoes as being immersed just doesn't work against him.
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@TheClownIsKing said:
Here I come again with my unpopular, controversial opinions.
I actually think the complete opposite. I think MOST (other than the silly extra bp add ons) are seriously under appreciated.
Few have the patience to persist with a lot of add ons to actually milk the advantage from rare, ultra rare, and iridescent add ons.
Iridescent Coin can seem rubbish until you actually come across a Deathslinger that’s mastered using it. (I personally have, and it was an oppressive and hopeless match).
BHVR are getting (mostly) smarter about the design of rare, ultra rare, and iridescent add ons. Rather than them being brainless: just equip and win, they provide an increasing level of advantage or payoff at the expense of either:
- a trade off that needs to be considered
- or an increase in difficulty or skill in order to be rewarded with the add on’s advantage
- or needs to have some deliberate thought into how the killer plays or strategises in order to get use out of the add on.
Another great example is Pyramid Head’s Obsidian Goblet. Undetectable when walking/standing on Rites of Judgement Trails seems weak until some deliberate thought is put into where trails are being pathed, and if the killer is being deliberate about frequently using the trails as a means of travel. It’s an add on that requires that the player actually THINK about how to use it rather than give the player easy, mindless, passive Undetectable without changing how they’d usually play.
You now also have to consider the following:
Are these add-ons fun for the killer?
If an add-on is balanced around 5 separate hard conditions its probably not going to be fun and won't be used.
For as much as people bemoan the more powerful Pink/Red addons they are also the only ones used because they are fun to use.
Iri coin isn't used due to its condition being too hard for it to be fun for the majority and thus sees very little to no play by most Slinger players.
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The Aim Desist has been an issue plaguing the game for years and the devs have more or less said they won't change it.
It has been pretty bad for me personally sense about the 3rd rift is when it seemed to have become much worse.
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Demo is too loud(Too many Global/Semi Global warning sounds) for how tame their power is I agree.
I'd be more ok with demo's endless screaming if their power warrented it but it really doesn't(Why does shred an alternate basic attack have a semi global scream sound for bumping?).
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Feels Plague man.
Remember the pip system is horrible for killers like plague/rampage killers due to their tenancy of snowballing the game.
Hay be thankful it wasn't like with Otz with Plague where he depiped with a 4k with her on stream.
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Yep I have and it was insanely common when sabotaged hooks were permanently destroyed for SWF squads with toolboxes to bring 4 petrified oak offerings and break all hooks on the map within the first 2 mins.
There is a very good reason why the offering got reworked and sabo nerfed into the ground.
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@NovaliumTS said:
Does anyone else have this sort of bad luck of when you bring a bps the killer just finds you first, hooks you, then the second you get off mories you on the spot?
Asking because this is exactly what happened to me 5 minutes ago and my previous bps match, i dont know why but i seriously think this game just goes "ooo hes bringing a bps welp time to put him against another toxic killer"
https://us.v-cdn.net/6030815/uploads/LIZCYPAA47CR/img-20201030-195033.jpg
BPS and also the survivor catagory BP offerings are also cursed for me. I swear Survival offerings are Ebony Mori magnets.
When I play killer and see the BPS player got the least points before dying I do usually feel bad for them(If they BM then I don't) but what can I do as I literally don't know until the game has ended who brought what offerings.
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@megswifey said:
https://forum.deadbydaylight.com/en/discussion/comment/1718735#Comment_1718735
I can't tell if this is sarcasm or not, and I apologize if I sounded entitled in any way, I just don't understand what is going on since I have been red rank for a good while and just recently have started facing tunnelers, campers, and sluggers literally every match. Not one good match today, all of them have been using these techniques and it's making me so frustrated. I'm not amazing at this game, but I think I play fairly well, and to have huntress stand in front of the hook and throw hatchets randomly to 'find' survivors is so,,, I won't let this make me negative, I won't let that happen, but I'm just upset. Do you have any suggestions other than 'get good' or 'play ____ instead' because it's not the game I hate, it's the event weekend phenonmenon
It was a sarcastic comment and no you weren't being entitled.
I was mainly pointing out the irony that killers "Applying Pressure" was a buzzword entitled survivors used for a very long time until killers listened and now everyone suffers because of it.
As for this event given how the ques' times have changed to having slower killer ques and faster survivor your getting a lot of entitled survivors playing killers to grind BP in the same way that they complain about constantly on the forums.
I'll repeat it didn't have anything to do personally with you but pointing out the sad ironic state the game is in while using your post as a jumping off point.
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@megswifey said:
I have had so many awful matches with higher rank killers tho. It's all camping, all tunneling, and absolutely no way to escape a trial because they slug at the end. It's actually made me drop down a whole rank in less than 24 hours, and I'm so close to quitting if its just these awful matches. I hope its just the double bp event, if not, I might have to stop playing! It's insufferable and so... not fun ughhhhhh
Welcome to what people call "Applying pressure" Its what survivors on the forums have been telling killers to do for months if not years and the killers are now listening if you can't tell by all the scummy pressure they try to apply each game.
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Favorites to go against:
Doctor: I like the madness effects. I find that they can add a bit of fun with illusionary pallets along with making being forced to gen jockey slightly less mindless with the madness skill checks.
Nurse: Interesting counter-play(LoS blocker mind games or charging the nurse) along with being Unique to play against breaking up the game's normal monotony. Still needs less BP add-ons though(Why does she have multiple speed limiters and a green BP farming add-on?).
Deathslinger: I have made a lot of deathslingers look like fools missing their shots left and right with my erratic movements causing them to have to aim and predict me rather then the other way around.
Least favorites:
Clown: I just can never seem to learn to loop him for any amount of time.
Ghost Face: If GF is in the game there's a 90% chance he's going to get gen grabs and multiman expose marks because my teammates lose their brains the moment he's in the game.
PH: He's binary and there's a lack of choice in looping him most of the time.
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Simple he's not fun to play along with the developers beloved FAILED killer mechanic resource management.
Resource management isn't fun on any killer due to killers already having a massive time micromanagement to deal with every game adding in additional micromanagement is overbearing and off putting to most people.
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True tunneling/camping rarely if every happens in my games as a survivor.
90% of the time its the survivors misplaying causing the killer to redown the same survivor.
Whether its unhooking in the killer's face or simply urban evasioning away so the recently unhooked survivor is the only person the killer can find.
Camping is in the same boat were survivors swarm the hook and wounder why the killer won't leave or lure the killer back to the hook constantly.
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It would be OK for DS's anti tunnel to get buffed IF AND ONLY IF they completely removed its anti momentum/forced grabs/locker abuse from the game.
Overall indifferent if its power goes up or down as long as it removes its anti momentum/forced grab/locker abuse.
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Reading your post it sounds less like the killer doing something wrong other then over commiting to a chase and more you're having bad teammates in those games.
Solo que sucks but don't blame the killer for your team sucking.
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If its a tie breaker you'd want i'd say Oni:
Oni has better overall perks along with nemesis making all Kill X obsession archives MUCH quicker to do as its possible to get 4 obsession kills in a game.
Slinger's perks are underpowered and unless you really like his power he has nothing else going for him given his lower overall power compared to most killers.
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@Slunkster said:
https://forum.deadbydaylight.com/en/discussion/comment/1714241#Comment_1714241
Well, if you look at the one on the death singer's map, you get both wall you can leave up to hinder svv or increase your mobility around the map, specially looking at the tavern or killer shack. Just like dropping a pallet at some spot can mean getting yourself in a terrible spot, breakable walls don't have to all be useful for the killer, it's a matter of knowing if it benefit you or the survivor.
I think that having some specific "killer only" or "survivor only" interaction that benefit the side who use it could be fun, but I don't think pallet and breakable door should be it.
Breakable walls and pallets are different sense both sides can interact with pallets meanwhile only killers can interact with breakable walls.
Also breakable walls have opportunity costs(Going out of your way to break a wall early costs you your early gen pressure opportunities) for killer to break them in addition to time costs(Remember 2-5 seconds can literally dictate who wins a game).
So having breakable walls that are strictly good for survivors with no true benefit to the killer shouldn't exist
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I personally wouldn't count the Self nerf add-ons as joke/meme add-ons as they really aren't fun nor funny to use.
A proper meme add-on would be Freddy's pill bottle were its an add on that strictly is there for visual gags when you pick up a survivor.
A proper meme add-on for trapper would make the traps once they hatch a survivor play elevator music or music similar jeopardy timer to just to annoy the survivor and give the killer have a laugh.
It has no downside other then being useless and taking up an add-on slot but its just meant to be funny.
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@Slunkster said:
https://forum.deadbydaylight.com/en/discussion/comment/1694340#Comment_1694340
Which is a good thing, it's good for survivor until the wall is broken, then it's balanced or heavily good for killers. It force survivors to not stay on the same loop for too long, give the killer a chance at easier bloodlust, aka getting a hit/down.
I personally feel like breakable environment / gen that open doors is a great dynamic addition to the game and should still be a thing.
Balance should be looked out somewhere else than on those interactive aspect of the game.
I disagree with per-thrown god pallet breakable walls being a good thing for the game.
Breakable walls being a killer ONLY mechanic should always be in favor of the killer as only the killer can interact with them
As it currently stands breakable walls only hinder the killer as they are forced to break them due to being too far in the survivors' favor to keep up(Costing time in the most time restricted role) or they should never be broken because breaking them would massively help the survivors.
As it currently stands breakable walls have been implemented with ALL OF THEM being strictly survivor sided and never killer sided which is backwards for a mechanic that is for killers only.
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I'm ok with 4 escape if its 4 solos who played well without BM.
If its a SWF its a bit annoying but the expected out come.
It really gets to me when SWF try to talk down to me about how i should be playing a killer when they have a full squad of DS/Unbreakable 2 near instant heal medkits and 2 BNP green commodious toolboxes.
Seriously though you have no right to talk down to others when your going full "Wannabe Comp-Squad" and that goes for the 3 mans who I play with when I solo who do the same thing to the killer.
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@BattleCast said:
Where did all this talk about Demogorgon come from?
The devs released what seemed to be a teaser with demo in it.
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Laurie Strode.
Decisive strike and Object of Obsession.
Its hard to think up of any other survivor whose perks have caused so much strife in the community and to the game's balance(Release Decisive strike should never have existed).
Outside of Laurie Strode most survivors only really have 1 good perk each.
Edit: I forgot bill but one of his good perks is almost always used with Decisive strike so its hard to say he's equal to Laurie Strode.
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@Tsulan said:
Imagine how the devs must feel, after people asked over and over that they should implement dedicated servers.
Then they get them aaaaaaand now complaints about how bad everything server related is.
To be fair what was asked for and what we got aren't exactly comparable in terms of quality.
Same goes for breakable walls which when asked for were more for killer's to alter the maps in their favor with things like short cuts.
What we got was 50/50 of infinite loops enabling walls or walls that should never be broken by the killer which is a far cry from what was actually asked for.
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@Ryan489x said:
https://forum.deadbydaylight.com/en/discussion/201424/that-feeling-when
a better solution for moris would be to set them to death hook use only.
Death hook only would make moris useless just like the current death hook only mori the cypress mori.
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Lets list off the examples:
The game is more or less unplayable on PS4.
Hit validation for killers has gone insane making M1ing afk survivors miss despite them literally not moving.
An insane amount of killer's powers are bugged to a "Nurse" degree such as blight whose power can randomly become unusable for the remainder of the trail or wraith who's have to fully decloak multiple times for the game to actually decloak them.
The Halloween event + rift are so lacking that there's no reason for a lot of people to play.
The list goes on but those are the highlights.
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Being honest OoO is game breaking against trapper/hag/Demo(I have experience with all 3 Vs OoO) who need time to set up their destroyable/disarmable traps/portals.
Trust me if any of those 3 killers complain about OoO its entirely valid as it more or less renders all 3 of them out of either their entire power(Leaving hag as a 110% powerless killer) or most of it(Demo only having shred).
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@Eleghost said:
Was actually having a discussion about this with a friend the other night, i feel it should work how the emblem works. If there's survivors around the hooked survivor it goes down normal rate if the killers close. If the killers close and no survivors are near it goes does at half the speed. I've recently started playing a bit of survivor again since the update and man the amount of campy bois i run into is astounding.
The half speed if camped was tried in the first PTB with a second separate anti camp(Not going down at all while being camped) being tested later that PTB.
The anti camp features got removed from the game because survivors abused them way too much.
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@TheButcher said:
https://forum.deadbydaylight.com/en/discussion/comment/1707646#Comment_1707646
He also doesn't register a lot of walls, and instead just slides off them
The ironic part of this is jello cars is the duo used:
The jello cars gives the Demo's power a tech with them making Demo have a better shred at car loops.
Meanwhile the jello cars screws over the Blight whose power won't work with them at specific angles making Blight's power worse at traveling past car loops.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1707747#Comment_1707747
Right!! because new and current licenses, montly payment for sowtware, devleopment of new content weekly and monthly bills montly cost o and mantainance of servers, operation costs, investors' gainings etc didn't couldn't amount to millions,
I'm sure if you had a videogame company and a live videogame you will give all new content for free and you will no get bothered by things like taxes or payments for software/server investrors etc! and of course you will never pay a dime for licences
But this is real life!
If how behavior handle his bussines bothers you this much, then the only thing you have to do is to no spend a single dollar in the game and move to play another!!! As simple as that!!
One almost no company pays for monthly fees for software as its much cheaper and more reliable to buy X year long licenses
Keeping servers running is expensive but no more then a million or 2 dollars for all servers AROUND THE WORLD! This is including taxation for space and tech upkeep.
Indie devs have generally speaking below average pay so that's lower then you'd think.
Operation costs are all the above so making them a separate cost doesn't make sense.
Most licensing fees are either lump sum or royalties for that SPECIFIC DLC/Cosmetics for it. So its probably either already paid off if its lump sum or rather minor for royalties. If royalties were high no one would use the license as it would driven themselves bankrupt to try to.
Finally the developers haven't truly given a free full chapter in 3 years on July 27th 2017 as the last one was the Huntress/David.
Now here's a better question for you:
Why is me pointing out that the company itself might be having finance issues bothers you so much?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1707608#Comment_1707608
And how many millions went to the development of this game? how many millions to the investors, taxe bills, personnel, sowtware, servers etc?
I'm sorry but if a company with a single product can't keep the lights on with nearly 120 MILLION DOLLARS a year then either their budget or finances as a whole are pretty screwed up for one reason or another.
We shouldn't be nickled and dimed if they can't keep their budget straight.
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@CashelP14 said:
No they don't favour survivor bugs. We still have the flashlight bugs where certain killers can't be flashlighted at a pallet and some can't be locker blinded.
Nurse: I will now play you a sad song on the world's smallest violin.
Some killers have had bugs for at this point years while survivor's bugs rarely last more then a month or two.
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Before Demo can ever be touched the developers will have to make a decision:
Change Demo as a whole to make them more quiet to put them inline for the warnings their power deserves(Which is none at all warnings needed)
Ex. There's no need for the global sound que for having one of the most limited, destroy-able, and slowest teleports in the game.
I mean hag needs to set up her traps but she has no sound tell WHEN she teleports to them meanwhile freddy does have sound ques but they are very limited where you can actually hear them and only for the single generator he's teleporting to(Unless stated otherwise by add-ons).
Or
Buff all Demo's power to make all of the noise notifications make sense.
Ex. Make his portals take longer to destroy and reveal survivor's auras in a moderate area around the one demo teleports too by default to make the global warning make sense.
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@dollidahlia said:
I literally got a 3k, 1 survivor got away.
Entity displeased.
Ummm what???
Getting a 3k results in a loss?
Hay that's not too bad Otz has manged to 4k with her and still depip on stream!
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@HollowsGrief said:
While I do agree the "event" is poorly executed I feel like this needs to be said: complaining about being given FREE STUFF is a pretty entitled way to think and is really an extremely selfish mind set. Sure they gave more stuff before but they never had to give ANYTHING for free. That being said I am not saying that makes being greedy is okay either just that being upset about only getting one free thing instead of more free things is an extremely childish mind set. You are owed nothing, be grateful for the gift, if you get one at all.
The same can be said the other way around:
The devs aren't entitled to my money for making a bad event.
The devs aren't entitled to me staying around to boost their playerbase numbers.
The devs aren't entitled to immunity from criticism when they release a bad product or make endless mistakes in a row.
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@MrLimonka said:
https://forum.deadbydaylight.com/en/discussion/comment/1704978#Comment_1704978
The bulb is not a gamechanging addon, though. There is a green addon that does the same thing that the event addon does, but twice as better. The medkit addon and the killer addons are powerful, so they will both disappear over time. I don't see any bias here...
Not even green its a reskinned Tir optic in the actual % increases which is a yellow addon.
That being said idk why the devs don't give specific killers reskinned add-ons like the trapper having a Halloween bag addon that changes bear traps into pumpkin maw bear traps that do the jigsaw box laugh if you get caught in them.
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A lot of killer's powers are bugged this patch.
Watching game play of the Wraith this patch is painful how often the Wraith has to finish the reappearing cast then be forced to do it again and again until it decided to let him uncloak.
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@Todgeweiht said:
https://forum.deadbydaylight.com/en/discussion/comment/1703589#Comment_1703589
But then why does my boy demo have such a low kill rate? :(
Samely its the same reason as Plague:
A bad foundation:
Demo gives off WAY TOO MUCH info for how tame their power is.
A global/near global sound effect should only be used for instant downs/unrestricted teleporting like the saws/michael tier 3/Nurse not for limited destroy-able teleporting/An alternative basic attack.
This is also ignoring things like their locker check being semi global(Unlike others)/Bumped attacks making a semi global sound(Unlike others) or the insanely loud foot steps that actively make their own stealth component of their power worthless.
Also Demo's addon sucks past the browns which is really sad for me as I like the Demo.
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Generally speaking lower play rate = higher win rate due to dedicated mains being more represented then the more popular ones.
Remember if a single player is the only player in the world that play killer A and they are the top 1% then killer A going to have an 80%+ Kill Rate. This results in Killer A having a very inaccurate Kill Rate for their actual power due to only one of the best players playing them.
Meanwhile Killer B is played by most people who will be of all ranges making it a better medium.
Killer B has the accurate Average Kill Rate due to average players playing them.
Then you have Plague who is just terrible all around whose dedicated 1% mains can't fix how broken and underpowered she is no matter how hard they try due to Plague being build on a bad foundation(Being entirely reliant on the other team to have most of their power) which skill can't beat.